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July 4th, 2002, 08:55 AM
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Private
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Join Date: Jun 2002
Location: Coquitlam, B.C., Canada
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Re: Range Attenuation!
In my mod, the supply usage and research cost of a weapon is closer related to the damage it inflicts. Rather than adjusting damage up or down, I adjust the price and don't touch the damage.
I haven't tested it (either against the AI or against other players) just yet, so I don't know how good of a balancing strategy it is.
[ July 04, 2002, 07:55: Message edited by: Spuzzum ]
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July 4th, 2002, 06:34 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Range Attenuation!
Baron:
I like the idea of attenuating the direct fire weapons, it seems the direct fire weapons are so powerful and have such a long range that heck, who uses missiles?! And what's the purpose of having torpedo weapons if they're useless?
But instead of increasing direct fire attenuation, wouldn't it just be easier to increase torpedo range (with little attenuation) and keep the direct fire weapon ranges "short" relative to torpedo range? The modding would go quicker anyway...
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July 4th, 2002, 09:12 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Range Attenuation!
Quote:
Originally posted by Imperator Fyron:
The same should be done with Shields and Phased Shields.
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You mean different 'levels' of resistance? I suppose you're right but MM might throw fits if we request that. We redesign most of the game on these Boards every day. I'd be happy if he'd do it for armor so there would be some intermediate degrees of vulnerability instead of just 'skips armor'. With shields there are effectively two levels already.
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July 4th, 2002, 09:19 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Range Attenuation!
Quote:
Originally posted by jimbob:
Baron:
I like the idea of attenuating the direct fire weapons, it seems the direct fire weapons are so powerful and have such a long range that heck, who uses missiles?! And what's the purpose of having torpedo weapons if they're useless?
But instead of increasing direct fire attenuation, wouldn't it just be easier to increase torpedo range (with little attenuation) and keep the direct fire weapon ranges "short" relative to torpedo range? The modding would go quicker anyway...
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Unfortunately, range is a very limited commodity in the current combat system. If we could put another row of boxes into the display and run ranges out to 30 or even 40 there would be much more room for differences. We're stuck with 20 for now.
But yes, it would be best for beam weapons to be the shortest ranged weapons, torpedos should be longer ranged than beams, and then seekers should be the longest ranged of all. MM should have multiplied the weapons' ranges by 10 as well as the damage, I guess. Then we'd have space to arrange things more realistically.
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